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<p>Namespace for the whole BrainTrain Project.  
<a href="#details">More...</a></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_add_interaction_callback_to_drawable_visitor.html">AddInteractionCallbackToDrawableVisitor</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">NodeVisitor for batch replacing all UserDataContainer of all Drawables.  <a href="classbrtr_1_1_add_interaction_callback_to_drawable_visitor.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_add_portal_gun_interaction_callback.html">AddPortalGunInteractionCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">InteractionCallback for adding the portal gun to the players inventar.  <a href="classbrtr_1_1_add_portal_gun_interaction_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_base_interaction_callback.html">BaseInteractionCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is the TemplateClass for InteractionCallbacks.  <a href="classbrtr_1_1_base_interaction_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_bench.html">Bench</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classbrtr_1_1_bench.html" title="Bench class, creates a bench Object. ">Bench</a> class, creates a bench Object.  <a href="classbrtr_1_1_bench.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_body_of_rotation_function.html">BodyOfRotationFunction</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">struct holding the function, which calculates the radius in dependece of the height. lambda (double)-&gt;double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function  <a href="structbrtr_1_1_body_of_rotation_function.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_cel_shading.html">CelShading</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">CelSading Effect, every child of this node will get the effect.  <a href="classbrtr_1_1_cel_shading.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_cel_shading_technique.html">CelShadingTechnique</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">The Technique for the cel-shading effect.  <a href="classbrtr_1_1_cel_shading_technique.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_control_room.html">ControlRoom</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Control Room Class, derived from PositionAttitudeTransform, set ups the whole room as its own children.  <a href="classbrtr_1_1_control_room.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_drunken_interaction_callback.html">DrunkenInteractionCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback for the drunk effect.  <a href="classbrtr_1_1_drunken_interaction_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_f_p_s_camera_manipulator.html">FPSCameraManipulator</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">A FPS style CameraManipulator with ground clamping and intersection.  <a href="classbrtr_1_1_f_p_s_camera_manipulator.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_geometry_placer_visitor.html">GeometryPlacerVisitor</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">NodeVisitor for batch replacing all Geometry in all visited Geodes.  <a href="classbrtr_1_1_geometry_placer_visitor.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_key_handler.html">KeyHandler</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Key Handler Class, handles all of our KeyFunctions, which do not belong to camera control (this are handled by <a class="el" href="classbrtr_1_1_f_p_s_camera_manipulator.html" title="A FPS style CameraManipulator with ground clamping and intersection. ">FPSCameraManipulator</a>)  <a href="classbrtr_1_1_key_handler.html#details">More...</a><br /></td></tr>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_modify_material_visitor.html">ModifyMaterialVisitor</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Visitor for altering the material attributes, mainly used for objects craeted with blender.  <a href="classbrtr_1_1_modify_material_visitor.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_program_switcher_callback.html">ProgramSwitcherCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback for switching the postprocess programs.  <a href="classbrtr_1_1_program_switcher_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structbrtr_1_1_rendering_pipeline.html">RenderingPipeline</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">struct holding the camera for the multi-rendering passes. Also holds the program vector for the post process pass. pass0Color, pass0depth, passPostProcess, program array, count programArray The program vector is used by the <a class="el" href="classbrtr_1_1_key_handler.html" title="Key Handler Class, handles all of our KeyFunctions, which do not belong to camera control (this are h...">KeyHandler</a> and the InteractionItems for changing the postprocess programs  <a href="structbrtr_1_1_rendering_pipeline.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_toon_tex_switcher_callback.html">ToonTexSwitcherCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback for switching the ToonTextures.  <a href="classbrtr_1_1_toon_tex_switcher_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_train_switcher_callback.html">TrainSwitcherCallback</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback for switching the "trains".  <a href="classbrtr_1_1_train_switcher_callback.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classbrtr_1_1_weapon_h_u_d.html">WeaponHUD</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="classbrtr_1_1_weapon_h_u_d.html" title="WeaponHUD class, provides the functions to add a HUD camera to the scene. ">WeaponHUD</a> class, provides the functions to add a HUD camera to the scene.  <a href="classbrtr_1_1_weapon_h_u_d.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="func-members"></a>
Functions</h2></td></tr>
<tr class="memitem:adcf0546a392221be3958ec96f99887f0"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#adcf0546a392221be3958ec96f99887f0">createRenderingPipeline</a> (unsigned int width, unsigned int height, osg::Node &amp;rootForToon, osgViewer::Viewer &amp;viewer, <a class="el" href="structbrtr_1_1_rendering_pipeline.html">RenderingPipeline</a> &amp;pipe, osg::Vec3f &amp;fogColor)</td></tr>
<tr class="memdesc:adcf0546a392221be3958ec96f99887f0"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates the rendering pipeline  <a href="#adcf0546a392221be3958ec96f99887f0">More...</a><br /></td></tr>
<tr class="separator:adcf0546a392221be3958ec96f99887f0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad772c6dbc0a2cabd40a284676c124a97"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::LightSource &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#ad772c6dbc0a2cabd40a284676c124a97">createLight</a> (const osg::Vec3 &amp;pos, int lightNum, int point=1, double spotCutoff=180, double spotExponent=0)</td></tr>
<tr class="memdesc:ad772c6dbc0a2cabd40a284676c124a97"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a Light with a lightsource  <a href="#ad772c6dbc0a2cabd40a284676c124a97">More...</a><br /></td></tr>
<tr class="separator:ad772c6dbc0a2cabd40a284676c124a97"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa7a89c381be095a7eb1e248d2e6c0e23"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#aa7a89c381be095a7eb1e248d2e6c0e23">createRTTCamera</a> (osg::Camera::BufferComponent buffer, osg::Texture *tex, bool isAbsolute=false)</td></tr>
<tr class="memdesc:aa7a89c381be095a7eb1e248d2e6c0e23"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a RTTCam  <a href="#aa7a89c381be095a7eb1e248d2e6c0e23">More...</a><br /></td></tr>
<tr class="separator:aa7a89c381be095a7eb1e248d2e6c0e23"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a32cfc96621681baabc76c52af5d6a347"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geode &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a32cfc96621681baabc76c52af5d6a347">createScreenQuad</a> (float width, float height, float scale=1.0f)</td></tr>
<tr class="memdesc:a32cfc96621681baabc76c52af5d6a347"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a texture-ready screen quad for postprocessing  <a href="#a32cfc96621681baabc76c52af5d6a347">More...</a><br /></td></tr>
<tr class="separator:a32cfc96621681baabc76c52af5d6a347"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a62da4f109238c45882dd64d7a7e97a1d"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a62da4f109238c45882dd64d7a7e97a1d">createHUDCamera</a> (double left, double right, double bottom, double top)</td></tr>
<tr class="memdesc:a62da4f109238c45882dd64d7a7e97a1d"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a HUD-Cam with a 2D-orthogonal projection matrix  <a href="#a62da4f109238c45882dd64d7a7e97a1d">More...</a><br /></td></tr>
<tr class="separator:a62da4f109238c45882dd64d7a7e97a1d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4431de1c1fa2c1d42c4fb57c38aaa3ce"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osgText::Text &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a4431de1c1fa2c1d42c4fb57c38aaa3ce">createText</a> (const osg::Vec3 &amp;pos, const std::string &amp;content, float size)</td></tr>
<tr class="memdesc:a4431de1c1fa2c1d42c4fb57c38aaa3ce"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a (arial) text object for use with a hud camera  <a href="#a4431de1c1fa2c1d42c4fb57c38aaa3ce">More...</a><br /></td></tr>
<tr class="separator:a4431de1c1fa2c1d42c4fb57c38aaa3ce"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a83d3e627c9dc247459610aa9fec23d7b"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a83d3e627c9dc247459610aa9fec23d7b">createBodyOfRotation</a> (double height, int hsteps, int rsteps, const <a class="el" href="structbrtr_1_1_body_of_rotation_function.html">BodyOfRotationFunction</a> &amp;function)</td></tr>
<tr class="memdesc:a83d3e627c9dc247459610aa9fec23d7b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a body of rotation.  <a href="#a83d3e627c9dc247459610aa9fec23d7b">More...</a><br /></td></tr>
<tr class="separator:a83d3e627c9dc247459610aa9fec23d7b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a793c6ef7f57632fc5ac280b94f60dd65"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a793c6ef7f57632fc5ac280b94f60dd65">createRectangle</a> (double length, double width, int lsteps, int wsteps)</td></tr>
<tr class="memdesc:a793c6ef7f57632fc5ac280b94f60dd65"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a Rectangle with TRIANGLE_STRIPS.  <a href="#a793c6ef7f57632fc5ac280b94f60dd65">More...</a><br /></td></tr>
<tr class="separator:a793c6ef7f57632fc5ac280b94f60dd65"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4e91424e74398a612c38a920df0577ef"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a4e91424e74398a612c38a920df0577ef">createRectangleWithTexcoords</a> (double length, double width, int lsteps, int wsteps)</td></tr>
<tr class="memdesc:a4e91424e74398a612c38a920df0577ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a Rectangle with TRIANGLE_STRIPS.  <a href="#a4e91424e74398a612c38a920df0577ef">More...</a><br /></td></tr>
<tr class="separator:a4e91424e74398a612c38a920df0577ef"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae7f155c263aec9663a02763ed0bb882b"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Group &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#ae7f155c263aec9663a02763ed0bb882b">createCuboid</a> (const double length, const double width, const double height, const double factor=6)</td></tr>
<tr class="memdesc:ae7f155c263aec9663a02763ed0bb882b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a Cubiod with TRIANGLE_STRIPS using the createRectangle function.  <a href="#ae7f155c263aec9663a02763ed0bb882b">More...</a><br /></td></tr>
<tr class="separator:ae7f155c263aec9663a02763ed0bb882b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a887d7975f37c4334b70e2196735b6678"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr<br class="typebreak" />
&lt; osg::PositionAttitudeTransform &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a887d7975f37c4334b70e2196735b6678">wrapInPositionAttitudeTransform</a> (osg::Node *srcNode, const osg::Vec3d &amp;pos)</td></tr>
<tr class="memdesc:a887d7975f37c4334b70e2196735b6678"><td class="mdescLeft">&#160;</td><td class="mdescRight">Return the given Node in a PositionAttitudeTransform with a given position.  <a href="#a887d7975f37c4334b70e2196735b6678">More...</a><br /></td></tr>
<tr class="separator:a887d7975f37c4334b70e2196735b6678"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a16fa8982307a039c08ab56912bab94b9"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a16fa8982307a039c08ab56912bab94b9">createBeerBottle</a> ()</td></tr>
<tr class="memdesc:a16fa8982307a039c08ab56912bab94b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a BeerBottle with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#a16fa8982307a039c08ab56912bab94b9">More...</a><br /></td></tr>
<tr class="separator:a16fa8982307a039c08ab56912bab94b9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a614d8d6b8bcc6c4e7f7ffb24ca48eb4c"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a614d8d6b8bcc6c4e7f7ffb24ca48eb4c">createRealBottle</a> ()</td></tr>
<tr class="memdesc:a614d8d6b8bcc6c4e7f7ffb24ca48eb4c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a Bottle with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#a614d8d6b8bcc6c4e7f7ffb24ca48eb4c">More...</a><br /></td></tr>
<tr class="separator:a614d8d6b8bcc6c4e7f7ffb24ca48eb4c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab4f3c063f7a8fa6cc33a8cb52b036d27"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#ab4f3c063f7a8fa6cc33a8cb52b036d27">createVase</a> ()</td></tr>
<tr class="memdesc:ab4f3c063f7a8fa6cc33a8cb52b036d27"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a vase with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#ab4f3c063f7a8fa6cc33a8cb52b036d27">More...</a><br /></td></tr>
<tr class="separator:ab4f3c063f7a8fa6cc33a8cb52b036d27"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4ccd9746e37278e47832da270dc00fb3"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a4ccd9746e37278e47832da270dc00fb3">createStalk</a> ()</td></tr>
<tr class="memdesc:a4ccd9746e37278e47832da270dc00fb3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a stalk with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#a4ccd9746e37278e47832da270dc00fb3">More...</a><br /></td></tr>
<tr class="separator:a4ccd9746e37278e47832da270dc00fb3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a51b3741c30ca1b6282b9693055ddc060"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a51b3741c30ca1b6282b9693055ddc060">createBud</a> ()</td></tr>
<tr class="memdesc:a51b3741c30ca1b6282b9693055ddc060"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a bud with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#a51b3741c30ca1b6282b9693055ddc060">More...</a><br /></td></tr>
<tr class="separator:a51b3741c30ca1b6282b9693055ddc060"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a118d4013732dea1a161b6d225df6dc2e"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geometry &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a118d4013732dea1a161b6d225df6dc2e">createChessFigure</a> ()</td></tr>
<tr class="memdesc:a118d4013732dea1a161b6d225df6dc2e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a "ChessFigure" with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>.  <a href="#a118d4013732dea1a161b6d225df6dc2e">More...</a><br /></td></tr>
<tr class="separator:a118d4013732dea1a161b6d225df6dc2e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a05625aff9337331ae351d283f79f0f1e"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr<br class="typebreak" />
&lt; osg::PositionAttitudeTransform &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a05625aff9337331ae351d283f79f0f1e">createVaseWithFlower</a> ()</td></tr>
<tr class="memdesc:a05625aff9337331ae351d283f79f0f1e"><td class="mdescLeft">&#160;</td><td class="mdescRight">combines the stalk, bud and vase in a postitionAttitudetransform  <a href="#a05625aff9337331ae351d283f79f0f1e">More...</a><br /></td></tr>
<tr class="separator:a05625aff9337331ae351d283f79f0f1e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a31c533ae635c528c761cc83e34e91b2f"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Geode &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a31c533ae635c528c761cc83e34e91b2f">createCrosshair</a> (unsigned int width, unsigned int height)</td></tr>
<tr class="memdesc:a31c533ae635c528c761cc83e34e91b2f"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a crosshair in the middle of the screen  <a href="#a31c533ae635c528c761cc83e34e91b2f">More...</a><br /></td></tr>
<tr class="separator:a31c533ae635c528c761cc83e34e91b2f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aea7b3b188858f0bce09f2450a749f497"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Texture2D &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#aea7b3b188858f0bce09f2450a749f497">createToonTex</a> (std::string toonTex)</td></tr>
<tr class="memdesc:aea7b3b188858f0bce09f2450a749f497"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a Texture2D object with the given toonTex  <a href="#aea7b3b188858f0bce09f2450a749f497">More...</a><br /></td></tr>
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<tr class="memitem:a7b54dcabf5846ea963221e59b38b0a79"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Material &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a7b54dcabf5846ea963221e59b38b0a79">createSimpleMaterial</a> (osg::Material::Face face, const osg::Vec4 &amp;diffuse, const osg::Vec4 &amp;ambient, const osg::Vec4 &amp;specular, const double shininess)</td></tr>
<tr class="memdesc:a7b54dcabf5846ea963221e59b38b0a79"><td class="mdescLeft">&#160;</td><td class="mdescRight">creates a simple material  <a href="#a7b54dcabf5846ea963221e59b38b0a79">More...</a><br /></td></tr>
<tr class="separator:a7b54dcabf5846ea963221e59b38b0a79"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a24ba7c5d07ad50afb09990116dd3556d"><td class="memItemLeft" align="right" valign="top">osg::Vec3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a24ba7c5d07ad50afb09990116dd3556d">getDimensionOfNode</a> (osg::Node *source)</td></tr>
<tr class="memdesc:a24ba7c5d07ad50afb09990116dd3556d"><td class="mdescLeft">&#160;</td><td class="mdescRight">return the dimension of a node (width, height, length)  <a href="#a24ba7c5d07ad50afb09990116dd3556d">More...</a><br /></td></tr>
<tr class="separator:a24ba7c5d07ad50afb09990116dd3556d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a73a88e86934887bd8750e4bbc0766b1f"><td class="memItemLeft" align="right" valign="top">ref_ptr&lt; LightSource &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a73a88e86934887bd8750e4bbc0766b1f">createLight</a> (const Vec3 &amp;pos, int lightNum, int point, double spotCutoff, double spotExponent)</td></tr>
<tr class="separator:a73a88e86934887bd8750e4bbc0766b1f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0ecf5882dba499332dc5c6f3c2e819b1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a0ecf5882dba499332dc5c6f3c2e819b1">createRenderingPipeline</a> (unsigned int width, unsigned int height, osg::Node &amp;rootForToon, osgViewer::Viewer &amp;viewer, <a class="el" href="structbrtr_1_1_rendering_pipeline.html">RenderingPipeline</a> &amp;pipe, Vec3f &amp;fogColor)</td></tr>
<tr class="separator:a0ecf5882dba499332dc5c6f3c2e819b1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acdb44124f5beeb960792c874499276db"><td class="memItemLeft" align="right" valign="top">osg::Vec3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#acdb44124f5beeb960792c874499276db">getDimensionOfNode</a> (Node *source)</td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="var-members"></a>
Variables</h2></td></tr>
<tr class="memitem:af79a815819e2ef65ea9cd43dc9d43679"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#af79a815819e2ef65ea9cd43dc9d43679">collisionMask</a> = 0x1</td></tr>
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<tr class="memitem:a2060f4d70c0e3bc7e2e35f82e279a40d"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a2060f4d70c0e3bc7e2e35f82e279a40d">interactionMask</a> = 0x2</td></tr>
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<tr class="memitem:a21ab851f18c0c85fa006766034833a4f"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a21ab851f18c0c85fa006766034833a4f">interactionAndCollisionMask</a> = <a class="el" href="namespacebrtr.html#af79a815819e2ef65ea9cd43dc9d43679">collisionMask</a> | <a class="el" href="namespacebrtr.html#a2060f4d70c0e3bc7e2e35f82e279a40d">interactionMask</a></td></tr>
<tr class="separator:a21ab851f18c0c85fa006766034833a4f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5a7668dd62a6cbf00234c926a109fbef"><td class="memItemLeft" align="right" valign="top">const int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacebrtr.html#a5a7668dd62a6cbf00234c926a109fbef">fakeWallMask</a> = 0x4</td></tr>
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</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Namespace for the whole BrainTrain Project. </p>
</div><h2 class="groupheader">Function Documentation</h2>
<a class="anchor" id="a16fa8982307a039c08ab56912bab94b9"></a>
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          <td>(</td>
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<p>Creates a BeerBottle with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00352">352</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="memname">osg::ref_ptr&lt; osg::Geometry &gt; brtr::createBodyOfRotation </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>hsteps</em>, </td>
        </tr>
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          <td class="paramkey"></td>
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          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>rsteps</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">const BodyOfRotationFunction &amp;&#160;</td>
          <td class="paramname"><em>function</em>&#160;</td>
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          <td>)</td>
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<p>Creates a body of rotation. </p>
<p>Radius depends on height. (i.e. function x is height) Function is a modified <a class="el" href="namespacebrtr.html#a793c6ef7f57632fc5ac280b94f60dd65" title="Creates a Rectangle with TRIANGLE_STRIPS. ">createRectangle()</a> from Chapter 7, CG1 Lecture Script by Frauke Sprengel</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">height</td><td>the height of the body </td></tr>
    <tr><td class="paramname">hsteps</td><td>height resolution, more steps equals more triangles, hence better lightning, but more performance cost </td></tr>
    <tr><td class="paramname">rsteps</td><td>radius resolution, if rsteps value is too small, the cylinder may become a triangle or something else </td></tr>
    <tr><td class="paramname">function</td><td>a <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>, which determines the radius in dependence of the height </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr&lt;osg::Geometry&gt; containing the body </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00151">151</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="memname">osg::ref_ptr&lt; osg::Geometry &gt; brtr::createBud </td>
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<p>Creates a bud with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<p>Function provided by Florian Wicke</p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00477">477</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="memname">osg::ref_ptr&lt; osg::Geometry &gt; brtr::createChessFigure </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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<p>Creates a "ChessFigure" with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<p>Function provided by Florian Wicke</p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00500">500</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="memname">osg::ref_ptr&lt; osg::Geode &gt; brtr::createCrosshair </td>
          <td>(</td>
          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>height</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>creates a crosshair in the middle of the screen </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">width</td><td>screenwidth </td></tr>
    <tr><td class="paramname">height</td><td>screenheight </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr conatining the geode with the crosshair </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00555">555</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">const double&#160;</td>
          <td class="paramname"><em>length</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const double&#160;</td>
          <td class="paramname"><em>width</em>, </td>
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          <td class="paramtype">const double&#160;</td>
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          <td class="paramkey"></td>
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          <td class="paramname"><em>factor</em> = <code>6</code>&#160;</td>
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        <tr>
          <td></td>
          <td>)</td>
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<p>Creates a Cubiod with TRIANGLE_STRIPS using the createRectangle function. </p>
<p>Uses 6 Rectangles and creates a Cuboid of it.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">length</td><td>desired length of the Cuboid </td></tr>
    <tr><td class="paramname">width</td><td>desired length of the Cuboid </td></tr>
    <tr><td class="paramname">height</td><td>desired length of the Cuboid </td></tr>
    <tr><td class="paramname">factor</td><td>the higher the number the greater the resolution in all dimension </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a osg::Group containing the Cuboid </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00245">245</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>left</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>right</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>bottom</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>top</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
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        </tr>
      </table>
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<p>creates a HUD-Cam with a 2D-orthogonal projection matrix </p>
<p>Original Function by Rui Wang/Xuelei Qian from OSG 3 Cookbook, Packt Publishing, 2012</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">left</td><td>left bound of the projection matrix </td></tr>
    <tr><td class="paramname">right</td><td>right bound of the projection matrix </td></tr>
    <tr><td class="paramname">bottom</td><td>bottom bound of the projection matrix </td></tr>
    <tr><td class="paramname">top</td><td>top bound of the projection matrix </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>the created HUD Camera in a ref_ptr </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00061">61</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">const osg::Vec3 &amp;&#160;</td>
          <td class="paramname"><em>pos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>lightNum</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>point</em> = <code>1</code>, </td>
        </tr>
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          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>spotCutoff</em> = <code>180</code>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>spotExponent</em> = <code>0</code>&#160;</td>
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          <td></td>
          <td>)</td>
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<p>creates a Light with a lightsource </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">pos</td><td>light position </td></tr>
    <tr><td class="paramname">lightNum</td><td>gl_light num (must be 0 to 7) </td></tr>
    <tr><td class="paramname">point</td><td>1 = point light, 0 = directional light </td></tr>
    <tr><td class="paramname">spotCutoff</td><td></td></tr>
    <tr><td class="paramname">spotExponent</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr containing the LightSource </dd></dl>

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          <td>(</td>
          <td class="paramtype">const Vec3 &amp;&#160;</td>
          <td class="paramname"><em>pos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>lightNum</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>point</em>, </td>
        </tr>
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          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>spotCutoff</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>spotExponent</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00222">222</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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<p>Creates a Bottle with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<p>Function provided by Florian Wicke</p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00377">377</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>length</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>lsteps</em>, </td>
        </tr>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>wsteps</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
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<p>Creates a Rectangle with TRIANGLE_STRIPS. </p>
<p>Function is copy/pasted from Chapter 7, CG1 Lecture Script by Frauke Sprengel</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">length</td><td>desired length of the rectangle </td></tr>
    <tr><td class="paramname">width</td><td>desired width of the rectangle </td></tr>
    <tr><td class="paramname">lsteps</td><td>the higher the number the greater the resolution in the length dimension </td></tr>
    <tr><td class="paramname">wsteps</td><td>the higher the number the greater the resolution in the width dimension </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr&lt;osg::Geometry&gt; containing the rectangle </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00072">72</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="memname">ref_ptr&lt; Geometry &gt; brtr::createRectangleWithTexcoords </td>
          <td>(</td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>length</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">double&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>lsteps</em>, </td>
        </tr>
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          <td class="paramkey"></td>
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          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>wsteps</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
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<p>Creates a Rectangle with TRIANGLE_STRIPS. </p>
<p>Function is copy/pasted from Chapter 7, CG1 Lecture Script by Frauke Sprengel Added the TexCoordArray. If the width/length ratio lower than 1:4 or 4:1 the texture coordiantes are streched to fit the Rectangle</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">length</td><td>desired length of the rectangle </td></tr>
    <tr><td class="paramname">width</td><td>desired width of the rectangle </td></tr>
    <tr><td class="paramname">lsteps</td><td>the higher the number the greater the resolution in the length dimension </td></tr>
    <tr><td class="paramname">wsteps</td><td>the higher the number the greater the resolution in the width dimension </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr&lt;osg::Geometry&gt; containing the rectangle </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00118">118</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osg::Node &amp;&#160;</td>
          <td class="paramname"><em>rootForToon</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osgViewer::Viewer &amp;&#160;</td>
          <td class="paramname"><em>viewer</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">RenderingPipeline &amp;&#160;</td>
          <td class="paramname"><em>pipe</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osg::Vec3f &amp;&#160;</td>
          <td class="paramname"><em>fogColor</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
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<p>creates the rendering pipeline </p>
<p>Creates the cameras and textures, attachs the textures to the cameras, set the projectionmatrix</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">width</td><td>the width of the texture, should be screenwidth </td></tr>
    <tr><td class="paramname">height</td><td>the height of the texture, should be screenheight </td></tr>
    <tr><td class="paramname">rootForToon</td><td>Node which the CelShade effect will be applied to </td></tr>
    <tr><td class="paramname">viewer</td><td>clipping pane and projectionmatrix will be set on this viewers cam </td></tr>
    <tr><td class="paramname">pipe</td><td>pipe struct which should be filled </td></tr>
  </table>
  </dd>
</dl>

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          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">unsigned int&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osg::Node &amp;&#160;</td>
          <td class="paramname"><em>rootForToon</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osgViewer::Viewer &amp;&#160;</td>
          <td class="paramname"><em>viewer</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">RenderingPipeline &amp;&#160;</td>
          <td class="paramname"><em>pipe</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">Vec3f &amp;&#160;</td>
          <td class="paramname"><em>fogColor</em>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00283">283</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">osg::Camera::BufferComponent&#160;</td>
          <td class="paramname"><em>buffer</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">osg::Texture *&#160;</td>
          <td class="paramname"><em>tex</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>isAbsolute</em> = <code>false</code>&#160;</td>
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<p>creates a RTTCam </p>
<p>Original Function by Rui Wang/Xuelei Qian from OSG 3 Cookbook, Packt Publishing, 2012</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">buffer</td><td>which buffer should be written to texture </td></tr>
    <tr><td class="paramname">tex</td><td>on this texture the buffer will be written to </td></tr>
    <tr><td class="paramname">isAbsolute</td><td>absolute or relative reference frame </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr holding the camera </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00025">25</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>width</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>height</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>scale</em> = <code>1.0f</code>&#160;</td>
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        <tr>
          <td></td>
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<p>creates a texture-ready screen quad for postprocessing </p>
<p>Original Function by Rui Wang/Xuelei Qian from OSG 3 Cookbook, Packt Publishing, 2012</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">width</td><td>width of the quad </td></tr>
    <tr><td class="paramname">height</td><td>height of the quad </td></tr>
    <tr><td class="paramname">scale</td><td>scale of the quad </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr caontaining the geode with the quad </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00047">47</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="paramtype">osg::Material::Face&#160;</td>
          <td class="paramname"><em>face</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const osg::Vec4 &amp;&#160;</td>
          <td class="paramname"><em>diffuse</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const osg::Vec4 &amp;&#160;</td>
          <td class="paramname"><em>ambient</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const osg::Vec4 &amp;&#160;</td>
          <td class="paramname"><em>specular</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const double&#160;</td>
          <td class="paramname"><em>shininess</em>&#160;</td>
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        <tr>
          <td></td>
          <td>)</td>
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<p>creates a simple material </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">diffuse</td><td>diffuse lighting </td></tr>
    <tr><td class="paramname">ambient</td><td>ambient lighting </td></tr>
    <tr><td class="paramname">specular</td><td>specular lighting </td></tr>
    <tr><td class="paramname">shininess</td><td>the shininess </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>the material as a osg::ref_ptr&lt;osg::Material&gt; </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00597">597</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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<p>Creates a stalk with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<p>Function provided by Florian Wicke</p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00451">451</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">const osg::Vec3 &amp;&#160;</td>
          <td class="paramname"><em>pos</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const std::string &amp;&#160;</td>
          <td class="paramname"><em>content</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">float&#160;</td>
          <td class="paramname"><em>size</em>&#160;</td>
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<p>creates a (arial) text object for use with a hud camera </p>
<p>Original Function by Rui Wang/Xuelei Qian from OSG 3 Cookbook, Packt Publishing, 2012</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">pos</td><td>postion of the text in x_y plane </td></tr>
    <tr><td class="paramname">content</td><td></td></tr>
    <tr><td class="paramname">size</td><td></td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr containing the osgText::Text object </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00210">210</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td class="paramname"><em>toonTex</em></td><td>)</td>
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<p>creates a Texture2D object with the given toonTex </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">filename</td><td>of the toontex </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the Texture2D </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00614">614</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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<p>Creates a vase with Material with the help of the <a class="el" href="structbrtr_1_1_body_of_rotation_function.html" title="struct holding the function, which calculates the radius in dependece of the height. lambda (double)->double func, int end, BodyOfRotationFunction* nextFunc if one wish to have more then one function then the end value and nextFunc pointer must be set accordingly the end+1 is the beginning x of the next function ">BodyOfRotationFunction</a>. </p>
<p>Function provided by Florian Wicke</p>
<dl class="section return"><dt>Returns</dt><dd>ref_ptr containing the geometry </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00412">412</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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<p>combines the stalk, bud and vase in a postitionAttitudetransform </p>
<dl class="section return"><dt>Returns</dt><dd>a ref_ptr containing a positionAttitudeTransform containing the vase with a flower </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00581">581</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">osg::Node *&#160;</td>
          <td class="paramname"><em>source</em></td><td>)</td>
          <td></td>
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<p>return the dimension of a node (width, height, length) </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">source</td><td>node, which dimension one want to know </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>vec3 holding the dimensions </dd></dl>

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          <td class="paramname"><em>source</em></td><td>)</td>
          <td></td>
        </tr>
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<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00606">606</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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          <td>(</td>
          <td class="paramtype">osg::Node *&#160;</td>
          <td class="paramname"><em>srcNode</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const osg::Vec3d &amp;&#160;</td>
          <td class="paramname"><em>pos</em>&#160;</td>
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<p>Return the given Node in a PositionAttitudeTransform with a given position. </p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">srcNode</td><td>the Node which should be moved </td></tr>
    <tr><td class="paramname">pos</td><td>the relative position change </td></tr>
  </table>
  </dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>a osg::PositionAttitudeTransform containing the Cuboid </dd></dl>

<p>Definition at line <a class="el" href="_util_functions_8cpp_source.html#l00238">238</a> of file <a class="el" href="_util_functions_8cpp_source.html">UtilFunctions.cpp</a>.</p>

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<h2 class="groupheader">Variable Documentation</h2>
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<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00027">27</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00030">30</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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          <td class="memname">const int brtr::interactionAndCollisionMask = <a class="el" href="namespacebrtr.html#af79a815819e2ef65ea9cd43dc9d43679">collisionMask</a> | <a class="el" href="namespacebrtr.html#a2060f4d70c0e3bc7e2e35f82e279a40d">interactionMask</a></td>
        </tr>
      </table>
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<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00029">29</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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<p>Definition at line <a class="el" href="_util_functions_8h_source.html#l00028">28</a> of file <a class="el" href="_util_functions_8h_source.html">UtilFunctions.h</a>.</p>

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